Grab buffer (squeeze early, catch on contact), elbow can't fold inward when the controller turns out
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -241,3 +241,9 @@ engine does all the work"; higher ground "doesn't move my body up … until I pu
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| **Render-clock tracking timestamps** (`PoseFilter.Sample(..., sampleTime)`, `PlayerRig.TrackingAge`, bible v2 recipe) | At 1 m/s the per-tick speed spread is 1.25 m/s by arrival vs 0.013 m/s render-timed — every feed-forward beat at 18 Hz. Constant ~2-tick lag instead. Toggle in the menu to compare |
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| **max_physics_steps_per_frame 14 → 6** | One hitch could queue 14 ragdoll ticks in a frame (bible v2) |
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| Tried and reverted: arm aim from the physical shoulder vertically while climbing/tilted | Free-hand error 6.4 → 6.2 cm only, and it weakened pulls. The "tracking off when tilted" screenshots need a recording to diagnose |
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**2.7 follow-ups (owner playtest):** grab buffer — a squeeze that finds nothing keeps trying for 0.4 s while held
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(`PropGrabber.GrabBuffer`; launching up a ladder left too short a window to catch a rung; Nimso's videos only
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mention arm collision saving missed grabs). Elbow pole clamp asymmetric: 110° outward, 35° inward
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(`ArmSolver.PoleMaxInward`; controller turned out folded the elbow 5.6 cm inward → 2.6 cm; 17° broke the crawl's
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pillar arms). Known, minor: the procedural legs lag and jitter during very fast falls.
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